luau/bench/gc/test_SunSpider_3d-raytrace.lua

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--[[
* Copyright (C) 2007 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
]]
local bench = script and require(script.Parent.bench_support) or require("bench_support")
function test()
local size = 30
function createVector(x,y,z)
return { x,y,z };
end
function sqrLengthVector(self)
return self[1] * self[1] + self[2] * self[2] + self[3] * self[3];
end
function lengthVector(self)
return math.sqrt(self[1] * self[1] + self[2] * self[2] + self[3] * self[3]);
end
function addVector(self, v)
self[1] = self[1] + v[1];
self[2] = self[2] + v[2];
self[3] = self[3] + v[3];
return self;
end
function subVector(self, v)
self[1] = self[1] - v[1];
self[2] = self[2] - v[2];
self[3] = self[3] - v[3];
return self;
end
function scaleVector(self, scale)
self[1] = self[1] * scale;
self[2] = self[2] * scale;
self[3] = self[3] * scale;
return self;
end
function normaliseVector(self)
local len = math.sqrt(self[1] * self[1] + self[2] * self[2] + self[3] * self[3]);
self[1] = self[1] / len;
self[2] = self[2] / len;
self[3] = self[3] / len;
return self;
end
function add(v1, v2)
return { v1[1] + v2[1], v1[2] + v2[2], v1[3] + v2[3] };
end
function sub(v1, v2)
return { v1[1] - v2[1], v1[2] - v2[2], v1[3] - v2[3] };
end
function scalev(v1, v2)
return { v1[1] * v2[1], v1[2] * v2[2], v1[3] * v2[3] };
end
function dot(v1, v2)
return v1[1] * v2[1] + v1[2] * v2[2] + v1[3] * v2[3];
end
function scale(v, scale)
return { v[1] * scale, v[2] * scale, v[3] * scale };
end
function cross(v1, v2)
return { v1[2] * v2[3] - v1[3] * v2[2],
v1[3] * v2[1] - v1[1] * v2[3],
v1[1] * v2[2] - v1[2] * v2[1] };
end
function normalise(v)
local len = lengthVector(v);
return { v[1] / len, v[2] / len, v[3] / len };
end
function transformMatrix(self, v)
local vals = self;
local x = vals[1] * v[1] + vals[2] * v[2] + vals[3] * v[3] + vals[4];
local y = vals[5] * v[1] + vals[6] * v[2] + vals[7] * v[3] + vals[8];
local z = vals[9] * v[1] + vals[10] * v[2] + vals[11] * v[3] + vals[12];
return { x, y, z };
end
function invertMatrix(self)
local temp = {}
local tx = -self[4];
local ty = -self[8];
local tz = -self[12];
for h = 0,2 do
for v = 0,2 do
temp[h + v * 4 + 1] = self[v + h * 4 + 1];
end
end
for i = 0,10 do
self[i + 1] = temp[i + 1];
end
self[4] = tx * self[1] + ty * self[2] + tz * self[3];
self[8] = tx * self[5] + ty * self[6] + tz * self[7];
self[12] = tx * self[9] + ty * self[10] + tz * self[11];
return self;
end
-- Triangle intersection using barycentric coord method
function Triangle(p1, p2, p3)
local this = {}
local edge1 = sub(p3, p1);
local edge2 = sub(p2, p1);
local normal = cross(edge1, edge2);
if (math.abs(normal[1]) > math.abs(normal[2])) then
if (math.abs(normal[1]) > math.abs(normal[3])) then
this.axis = 0;
else
this.axis = 2;
end
else
if (math.abs(normal[2]) > math.abs(normal[3])) then
this.axis = 1;
else
this.axis = 2;
end
end
local u = (this.axis + 1) % 3;
local v = (this.axis + 2) % 3;
local u1 = edge1[u + 1];
local v1 = edge1[v + 1];
local u2 = edge2[u + 1];
local v2 = edge2[v + 1];
this.normal = normalise(normal);
this.nu = normal[u + 1] / normal[this.axis + 1];
this.nv = normal[v + 1] / normal[this.axis + 1];
this.nd = dot(normal, p1) / normal[this.axis + 1];
local det = u1 * v2 - v1 * u2;
this.eu = p1[u + 1];
this.ev = p1[v + 1];
this.nu1 = u1 / det;
this.nv1 = -v1 / det;
this.nu2 = v2 / det;
this.nv2 = -u2 / det;
this.material = { 0.7, 0.7, 0.7 };
this.intersect = function(self, orig, dir, near, far)
local u = (self.axis + 1) % 3;
local v = (self.axis + 2) % 3;
local d = dir[self.axis + 1] + self.nu * dir[u + 1] + self.nv * dir[v + 1];
local t = (self.nd - orig[self.axis + 1] - self.nu * orig[u + 1] - self.nv * orig[v + 1]) / d;
if (t < near or t > far) then
return nil;
end
local Pu = orig[u + 1] + t * dir[u + 1] - self.eu;
local Pv = orig[v + 1] + t * dir[v + 1] - self.ev;
local a2 = Pv * self.nu1 + Pu * self.nv1;
if (a2 < 0) then
return nil;
end
local a3 = Pu * self.nu2 + Pv * self.nv2;
if (a3 < 0) then
return nil;
end
if ((a2 + a3) > 1) then
return nil;
end
return t;
end
return this
end
function Scene(a_triangles)
local this = {}
this.triangles = a_triangles;
this.lights = {};
this.ambient = {0,0,0};
this.background = {0.8,0.8,1};
this.intersect = function(self, origin, dir, near, far)
local closest = nil;
for i = 0,#self.triangles-1 do
local triangle = self.triangles[i + 1];
local d = triangle:intersect(origin, dir, near, far);
if (d == nil or d > far or d < near) then
-- continue;
else
far = d;
closest = triangle;
end
end
if (not closest) then
return { self.background[1],self.background[2],self.background[3] };
end
local normal = closest.normal;
local hit = add(origin, scale(dir, far));
if (dot(dir, normal) > 0) then
normal = { -normal[1], -normal[2], -normal[3] };
end
local colour = nil;
if (closest.shader) then
colour = closest.shader(closest, hit, dir);
else
colour = closest.material;
end
-- do reflection
local reflected = nil;
if (colour.reflection or 0 > 0.001) then
local reflection = addVector(scale(normal, -2*dot(dir, normal)), dir);
reflected = self:intersect(hit, reflection, 0.0001, 1000000);
if (colour.reflection >= 0.999999) then
return reflected;
end
end
local l = { self.ambient[1], self.ambient[2], self.ambient[3] };
for i = 0,#self.lights-1 do
local light = self.lights[i + 1];
local toLight = sub(light, hit);
local distance = lengthVector(toLight);
scaleVector(toLight, 1.0/distance);
distance = distance - 0.0001;
if (self:blocked(hit, toLight, distance)) then
-- continue;
else
local nl = dot(normal, toLight);
if (nl > 0) then
addVector(l, scale(light.colour, nl));
end
end
end
l = scalev(l, colour);
if (reflected) then
l = addVector(scaleVector(l, 1 - colour.reflection), scaleVector(reflected, colour.reflection));
end
return l;
end
this.blocked = function(self, O, D, far)
local near = 0.0001;
local closest = nil;
for i = 0,#self.triangles-1 do
local triangle = self.triangles[i + 1];
local d = triangle:intersect(O, D, near, far);
if (d == nil or d > far or d < near) then
--continue;
else
return true;
end
end
return false;
end
return this
end
local zero = { 0,0,0 };
-- this camera code is from notes i made ages ago, it is from *somewhere* -- i cannot remember where
-- that somewhere is
function Camera(origin, lookat, up)
local this = {}
local zaxis = normaliseVector(subVector(lookat, origin));
local xaxis = normaliseVector(cross(up, zaxis));
local yaxis = normaliseVector(cross(xaxis, subVector({ 0,0,0 }, zaxis)));
local m = {};
m[1] = xaxis[1]; m[2] = xaxis[2]; m[3] = xaxis[3];
m[5] = yaxis[1]; m[6] = yaxis[2]; m[7] = yaxis[3];
m[9] = zaxis[1]; m[10] = zaxis[2]; m[11] = zaxis[3];
m[4] = 0; m[8] = 0; m[12] = 0;
invertMatrix(m);
m[4] = 0; m[8] = 0; m[12] = 0;
this.origin = origin;
this.directions = {};
this.directions[1] = normalise({ -0.7, 0.7, 1 });
this.directions[2] = normalise({ 0.7, 0.7, 1 });
this.directions[3] = normalise({ 0.7, -0.7, 1 });
this.directions[4] = normalise({ -0.7, -0.7, 1 });
this.directions[1] = transformMatrix(m, this.directions[1]);
this.directions[2] = transformMatrix(m, this.directions[2]);
this.directions[3] = transformMatrix(m, this.directions[3]);
this.directions[4] = transformMatrix(m, this.directions[4]);
this.generateRayPair = function(self, y)
rays = { {}, {} }
rays[1].origin = self.origin;
rays[2].origin = self.origin;
rays[1].dir = addVector(scale(self.directions[1], y), scale(self.directions[4], 1 - y));
rays[2].dir = addVector(scale(self.directions[2], y), scale(self.directions[3], 1 - y));
return rays;
end
function renderRows(camera, scene, pixels, width, height, starty, stopy)
for y = starty,stopy-1 do
local rays = camera:generateRayPair(y / height);
for x = 0,width-1 do
local xp = x / width;
local origin = addVector(scale(rays[1].origin, xp), scale(rays[2].origin, 1 - xp));
local dir = normaliseVector(addVector(scale(rays[1].dir, xp), scale(rays[2].dir, 1 - xp)));
local l = scene:intersect(origin, dir, 0, math.huge);
pixels[y + 1][x + 1] = l;
end
end
end
this.render = function(self, scene, pixels, width, height)
local cam = self;
local row = 0;
renderRows(cam, scene, pixels, width, height, 0, height);
end
return this
end
function raytraceScene()
local startDate = 13154863;
local numTriangles = 2 * 6;
local triangles = {}; -- numTriangles);
local tfl = createVector(-10, 10, -10);
local tfr = createVector( 10, 10, -10);
local tbl = createVector(-10, 10, 10);
local tbr = createVector( 10, 10, 10);
local bfl = createVector(-10, -10, -10);
local bfr = createVector( 10, -10, -10);
local bbl = createVector(-10, -10, 10);
local bbr = createVector( 10, -10, 10);
-- cube!!!
-- front
local i = 0;
triangles[i + 1] = Triangle(tfl, tfr, bfr); i = i + 1;
triangles[i + 1] = Triangle(tfl, bfr, bfl); i = i + 1;
-- back
triangles[i + 1] = Triangle(tbl, tbr, bbr); i = i + 1;
triangles[i + 1] = Triangle(tbl, bbr, bbl); i = i + 1;
-- triangles[i-1].material = [0.7,0.2,0.2];
-- triangles[i-1].material.reflection = 0.8;
-- left
triangles[i + 1] = Triangle(tbl, tfl, bbl); i = i + 1;
-- triangles[i-1].reflection = 0.6;
triangles[i + 1] = Triangle(tfl, bfl, bbl); i = i + 1;
-- triangles[i-1].reflection = 0.6;
-- right
triangles[i + 1] = Triangle(tbr, tfr, bbr); i = i + 1;
triangles[i + 1] = Triangle(tfr, bfr, bbr); i = i + 1;
-- top
triangles[i + 1] = Triangle(tbl, tbr, tfr); i = i + 1;
triangles[i + 1] = Triangle(tbl, tfr, tfl); i = i + 1;
-- bottom
triangles[i + 1] = Triangle(bbl, bbr, bfr); i = i + 1;
triangles[i + 1] = Triangle(bbl, bfr, bfl); i = i + 1;
-- Floor!!!!
local green = createVector(0.0, 0.4, 0.0);
green.reflection = 0; --
local grey = createVector(0.4, 0.4, 0.4);
grey.reflection = 1.0;
local floorShader = function(tri, pos, view)
local x = ((pos[1]/32) % 2 + 2) % 2;
local z = ((pos[3]/32 + 0.3) % 2 + 2) % 2;
if ((x < 1) ~= (z < 1)) then
--in the real world we use the fresnel term...
-- local angle = 1-dot(view, tri.normal);
-- angle *= angle;
-- angle *= angle;
-- angle *= angle;
--grey.reflection = angle;
return grey;
else
return green;
end
end
local ffl = createVector(-1000, -30, -1000);
local ffr = createVector( 1000, -30, -1000);
local fbl = createVector(-1000, -30, 1000);
local fbr = createVector( 1000, -30, 1000);
triangles[i + 1] = Triangle(fbl, fbr, ffr); i = i + 1;
triangles[i-1 + 1].shader = floorShader;
triangles[i + 1] = Triangle(fbl, ffr, ffl); i = i + 1;
triangles[i-1 + 1].shader = floorShader;
local _scene = Scene(triangles);
_scene.lights[1] = createVector(20, 38, -22);
_scene.lights[1].colour = createVector(0.7, 0.3, 0.3);
_scene.lights[2] = createVector(-23, 40, 17);
_scene.lights[2].colour = createVector(0.7, 0.3, 0.3);
_scene.lights[3] = createVector(23, 20, 17);
_scene.lights[3].colour = createVector(0.7, 0.7, 0.7);
_scene.ambient = createVector(0.1, 0.1, 0.1);
-- _scene.background = createVector(0.7, 0.7, 1.0);
local pixels = {};
for y = 0,size-1 do
pixels[y + 1] = {};
for x = 0,size-1 do
pixels[y + 1][x + 1] = 0;
end
end
local _camera = Camera(createVector(-40, 40, 40), createVector(0, 0, 0), createVector(0, 1, 0));
_camera:render(_scene, pixels, size, size);
return pixels;
end
function arrayToCanvasCommands(pixels)
local s = '<!DOCTYPE html><html><head><title>Test</title></head><body><canvas id="renderCanvas" width="' .. size .. 'px" height="' .. size .. 'px"></canvas><scr' .. 'ipt>\nvar pixels = [';
for y = 0,size-1 do
s = s .. "[";
for x = 0,size-1 do
s = s .. "[" .. math.floor(pixels[y + 1][x + 1][1] * 255) .. "," .. math.floor(pixels[y + 1][x + 1][2] * 255) .. "," .. math.floor(pixels[y + 1][x + 1][3] * 255) .. "],";
end
s = s .. "],";
end
s = s .. '];\n var canvas = document.getElementById("renderCanvas").getContext("2d");\n\
\n\
\n\
var size = ' .. size .. ';\n\
canvas.fillStyle = "red";\n\
canvas.fillRect(0, 0, size, size);\n\
canvas.scale(1, -1);\n\
canvas.translate(0, -size);\n\
\n\
if (!canvas.setFillColor)\n\
canvas.setFillColor = function(r, g, b, a) {\n\
this.fillStyle = "rgb("+[Math.floor(r), Math.floor(g), Math.floor(b)]+")";\n\
}\n\
\n\
for (var y = 0; y < size; y++) {\n\
for (var x = 0; x < size; x++) {\n\
var l = pixels[y][x];\n\
canvas.setFillColor(l[0], l[1], l[2], 1);\n\
canvas.fillRect(x, y, 1, 1);\n\
}\n\
}</scr' .. 'ipt></body></html>';
return s;
end
testOutput = arrayToCanvasCommands(raytraceScene());
--local f = io.output("output.html")
--f:write(testOutput)
--f:close()
local expectedLength = 11599;
local testLength = #testOutput
if (testLength ~= expectedLength) then
assert(false, "Error: bad result: expected length " .. expectedLength .. " but got " .. testLength);
end
end
bench.runCode(test, "3d-raytrace")